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# PHASESoundEventNodeAsset

A template object for sounds that can play in reaction to environmental state.

```
class PHASESoundEventNodeAsset
```

## Overview

This object refers by name to a collection of sound event nodes that connect to form a tree, or hierarchy. To retrieve an instance of this class, add a sound-event node definition to the asset registry using [`registerSoundEventAsset(rootNode:identifier:)`](/documentation/PHASE/PHASEAssetRegistry/registerSoundEventAsset(rootNode:identifier:)). Choose the `rootNode` argument from the subclasses in [Sound Event Nodes](/documentation/PHASE/sound-event-nodes) based on the playback features your app requires.

To play a single audio asset, register a `rootNode` with only one audio-providing node. Alternatively, to create a sound event that can change its audio based on your app’s current state, register a `rootNode` that contains children. By adding multiple nodes that play varying audio as children to a control node, PHASE plays the right audio for the moment based on control logic that you define.

To create a playable sound event from this class, pass [`identifier`](/documentation/PHASE/PHASEAsset/identifier) to the `assetIdentifier` parameter of the sound event intializer, [`init(engine:assetIdentifier:)`](/documentation/PHASE/PHASESoundEvent/init(engine:assetIdentifier:)). Then, invoke the sound event by calling [`start(completion:)`](/documentation/PHASE/PHASESoundEvent/start(completion:)).

As an opaque derived object, this class adds no properties to its base class.

## Relationships

### Conforms To

[`NSObjectProtocol`](/documentation/ObjectiveC/NSObjectProtocol)

[`CVarArg`](/documentation/Swift/CVarArg)

[`CustomDebugStringConvertible`](/documentation/Swift/CustomDebugStringConvertible)

[`Hashable`](/documentation/Swift/Hashable)

[`CustomStringConvertible`](/documentation/Swift/CustomStringConvertible)

[`Equatable`](/documentation/Swift/Equatable)

### Inherits From

[`PHASEAsset`](/documentation/PHASE/PHASEAsset)

---

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